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cupkeyk
2007-11-01, 02:33 PM
Hey, I challenge you guys to make the best and most effective party of six people who fill in the roles of tank1, tank 2, arcane caster, divine caster, skill monkey, face/commander where in which all characters must be a single ability dependent throughout his 20 level career and none of then are dependent on the same ability. EG: half orc barb-str(tank), dwarf knight-con(tank), halfling rogue-dex(skillmonkey), elf wizard(arcane), human cleric-wis(divine), half elf bard cha(commander/face). Assume that your roll is 18, 10, 10, 10, 10, 10.

SoD
2007-11-01, 02:53 PM
Str-earth elemental-18+4 str. Over the first 15 levels, it will gain another 6 str, and also 8 con. Give it a feat for greataxe use. Once it hits player class levels, give it barbarian for the rage. Tank1
Dex-halfling rogue. With the +2 dex. Skillmonkey
Con-dwarven barbarian only with the massive con instead of str. That way, he can be a meatsheild while the earth elemental slowly gains more HD.
Int-grey elf wizard. They get the +2 to int.
Wis-hmm. I'd make it a cleric, but the race? Can't find anything playable at first level with a wisdom bonus, so make it a human.
Cha-Why not make it an astral deva? Gotta admit, a deva as a party leader? Plus they have the +2 to cha.

GimliFett
2007-11-01, 03:02 PM
Wis-hmm. I'd make it a cleric, but the race? Can't find anything playable at first level with a wisdom bonus, so make it a human.

Tortles from Red Steel, in the Dragon Issue that updated 2e campaigns to 3e. Bonus to Con and Wis, penalty to Dex and ? (I don't remember).

TheLogman
2007-11-01, 03:35 PM
This is where the good parts of 3.0 Psionics come in.

Fighter-Strength
Barbarian-Constitution
Psychoportationist- Dexterity-In 3.0 Psionics, Psions chose a discipline, and their bonus PP's and effectiveness of powers were determined by that main stat. Plus, he gets spells that let him sneak earlier, and there are other Powers that would help with skillmonkeying. This isn't the BEST skillmonkey, but he could work if he specialized instead of being spread out
Druid-Wisdom
Bard-Charisma
Wizard-Intelligence.

Rouge is easily substituted for the psion as long as the rouge is a Haley-type that Ranges.

Kaelik
2007-11-01, 04:53 PM
Steal SoD's characters, but then replace the Cleric with a Druid.

F.L.
2007-11-01, 05:26 PM
A party of 6 wizards?

vvvvvv
Ah, didn't read the challenge correctly. Thought they only needed to be SAD, not tied to specific stats, I.E. 6 Int wizards.

Ah well.

Jayabalard
2007-11-01, 05:28 PM
A party of 6 wizards?The 5 wizards that have a starting int of 10 won't be so hot...

Fax Celestis
2007-11-01, 05:34 PM
Str: Human Melee Rogue: tumbles in, smites enemies.
Dex: Elven Archer Rogue: stays in the back, twangs at things.
Con: Dwarven Tank Rogue: provides flanking, crushes things.
Int: Human Skillmonkey Rogue: helps the melee rogue in combat, is a general knowledge and trapspringer outside of combat.
Wis: Human Perception Rogue: takes the Combat Focus line of feats to crush things in battle.
Cha: Human UMD Rogue: uses UMD to blast, heal, and otherwise benefit the party (a la flat-footing opponents with spells) as a conjoined arcanist/divinist.

Once again, Rogues can do anything.

Overlard
2007-11-01, 05:37 PM
Str - Dwarf barbarian (tank 1)
Dex - Lesser aasimar rogue (face)
Con - Orc barbarian (tank 2)
Int - Whisper Gnome beguiler (skill-monkey)
Wis - Human cleric (divine caster)
Cha - Human sorcerer (arcanist)

Quellian-dyrae
2007-11-01, 06:28 PM
Ability: Str.
Role: Tank.
Char: Lesser Earth Genasi Barbarian 1/Scout 4/Ranger 15.
Variants: Lion Totem, Whirling Frenzy. Lesser Earth Genasi is a variant. And isn't there a variant that lets a ranger get feats rather than casting? Get that too.
Key Feats: Power Attack, Leap Attack, Swift Hunter, Improved Skirmish.
Useful Feats: Shock Trooper, Extra Rage, Extend Rage.
Tactics: Nothing odd here. Lay complete and utter waste with skirmishing leap attack pounces.

Ability: Dex.
Role: Tank.
Char: Fire Elf Swordsage 20.
Variants: Unarmed Swordsage. Fire Elf is a variant.
Key Feats: Exotic Weapon Proficiency (Spiked Chain), Combat Reflexes, Deft Opportunist, Shadow Blade.
Useful Feats: Improved Trip (you'll be buying a +1 Int item for the Combat Expertise prereq, but that's hardly ability dependent), Craven. Improved Natural Attack (Unarmed Strike) and the TWF tree are nice if you can find the feats, maybe with a fighter and/or psychic warrior dip.
Tactics: Standard tripper deal, using Setting Sun maneuvers for added effect. Craven is good at 6th level, at which point you will never leave your Assassin's Stance (shadow blade + craven sneak attacks? Yes please!) Use the flame blades from Desert Wind if you need extra damage. Get a monk's belt and you can deal serious harm with unarmed strikes, especially with craven assassin's stance plus flame blades on call.

Ability: Con.
Role: Face/Commander.
Char: Lesser Earth Genasi Bard 2/Warblade 18.
Variants: Lesser Earth Genasi is a variant.
Key Feats: Song of the White Raven.
Useful Feats: Words of Creation if you want to be really mean.
Tactics: You're commander before face, but you have Diplomacy and Intimidate and you can use those early bard levels to get the three doses of Diplomacy synergy. Use Inspirational Boost with Song of the White Raven (and Words of Creation "the feat for evil players who like playing good characters") to power up your allies, and White Raven maneuvers to support. For personal combat, spam (Greater) Insightful Strikes.

Ability: Int.
Role: Skillmonkey.
Char: Grey Elf Beguiler 20.
Variants: None.
Key Feats: None.
Useful Feats: Typical Beguiler feats. Feel free to grab Education if you want to be an encyclopedia.
Tactics: Ignore Hide (you have Invisibility + Nondetection/Mind Blank), Move Silently (you have Silence and Zone of Silence), Open Locks (you have Knock). Traps and secret doors fear your wrath. Pick up UMD and don't skimp on the social skills; you can get a total of +6 on Diplomacy from synergy, boost Bluff with Glibness, and support Sense Motive with Detect Thoughts, so you'll be doing the social stuff better than the commander. You have tons of skills, and you have spells that support and/or supplant them, so have fun with it. Typical beguiler role in combat, so you're not useless there by any means. You're also a utility caster.

Ability: Wis.
Role: Divine Caster.
Char: Lesser Aasimar Cleric 20.
Variants: Lesser Aasimar is a variant. Spell points if you can. You may as well cloister and be an encyclopedia.
Key Feats: None.
Useful Feats: Augment Healing I guess. Spell Focus/Greater Spell Focus Necromancy isn't bad. You can also craft if you want.
Tactics: You're the healer and backup utility caster. At high levels you have good save-or-die spells too. You are NOT a Clericzilla.

Ability: Cha.
Role: Arcane Caster.
Char: Lesser Aasimar Sorcerer 6/Incantatrix 10/Sorcerer 4.
Variants: Lesser Aasimar is a variant. Whatever that fast metamagic variant is.
Key Feats: Lots and lots of metamagic.
Useful Feats: More metamagic. Craft Staff or Wand. Magical Artisan for your craft.
Tactics: Spam metamagic. Your beguiler will be handling Will save or lose, and the cleric has better Fort save-or-die, so you'll want Fort save-or-lose, Will save-or-die (at least one exists), no-save spells, blasts to metamagic up, and whatever utility spells the beguiler and cleric don't cover (teleport, wall of force, etc). Share your staves/wands with the beguiler since it'll have UMD, while taking advantage of Metamagic Spell Trigger when you use them.

BardicDuelist
2007-11-01, 10:43 PM
Str: Half-Orc Barbarian with PA, Shock Trooper, Leap Attack (damage output)

Dex: Lesser Tiefling Rogue/Scout archer with Swift Ambusher (skillmonkey)

Con: Dwarven Frozen Hulk Smash (http://www.giantitp.com/forums/showthread.php?t=50588) (PA pre-req can be met in a rage, so you can take it. It means that the PrC can only benefit you in a rage, but that is basically the whole point of the class anyway).

Int: Sun/Gray Elf Wizard. 'Nuff said.

Wis: Lesser Aasimar Druid with Natural Spell. 'Nuff said.

Cha: Mage-Blooded Star Elf Lyric Thaumaturge/Sublime Chord (Face/Arcane)

Thrawn183
2007-11-01, 11:52 PM
Fax is officially my hero, and I don't even like rogues very much!

Doresain
2007-11-02, 01:14 AM
Str: Human Melee Rogue: tumbles in, smites enemies.
Dex: Elven Archer Rogue: stays in the back, twangs at things.
Con: Dwarven Tank Rogue: provides flanking, crushes things.
Int: Human Skillmonkey Rogue: helps the melee rogue in combat, is a general knowledge and trapspringer outside of combat.
Wis: Human Perception Rogue: takes the Combat Focus line of feats to crush things in battle.
Cha: Human UMD Rogue: uses UMD to blast, heal, and otherwise benefit the party (a la flat-footing opponents with spells) as a conjoined arcanist/divinist.

Once again, Rogues can do anything.

this post is made of awesome and win

Tempest Fennac
2007-11-02, 04:12 AM
Tortles also get a -2 to Charisma. I'd go with a Warforged Fighter as Tank 1 (Str), A Flind Barbarian as Tank 2 (Con), a Drow Spellthief (or Rogue if this wold class as an Arcanist for the sake of the question) as Skillmonkey (Dex), a Fire Hobgoblin Wizard (Int), a Tortle Cleric (Wis) and a Chaos Gnome Bard (Cha). I got some of the more exotic races from here: http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf .